Naxxramas - On Easy Mode
A guide by Ferag
Download this as a PDF file: http://www.mediafire.com/download.php?zz2dzy3zz3m
Hey all, welcome to my Naxxramas guide. This is not some ultra exploit haxxing to get Naxx as level 60 or anything, this is just strategies on how to own every bosses' face easily. I claim credit for everything in this guide, I wrote it all in my own words, nothing has been cut and pasted from anywhere, nor was this information taken from a single source.
This guide is rather extensive, but smaller than most guides like it. Use Ctrl+F (on windows at least) to search through for the specific boss you want to know about, it will make it a thousand times easier for you.
Naxx is located in Dragonblight, and is only accessible by flying mount/summon. It is split up into five ‘sections’ if you will, listed here. As for resistances, they are not necessary, but they can be helpful for Sapphiron/Kel’Thuzad.
In my guide I list all the bosses’ abilities and how they differ for 10 and 25 man, and then I will tell you the strategy.
1) Arachnid Quarter: Spiders live here, and this has 3 bosses.
2) Plague Quarter: Undead stuff lives here, and this also has 3 bosses.
3) Military Quarter: Death Knights and stuff are here… again 3 bosses.
4) Construct Quarter: It’s full of abominations and has 4 bosses.
5) Frostwyrm Lair: This is unlocked by killing everything else. Kel’Thuzad and Sapphrion are here.
A bare minimum of 12.5k health
Recommended:
3 Healers
2 Tanks
1 Priest
1 Druid
1 Shaman
1 Lock
1 Mage
1 Hunter
Arachnid Quarter
Anub’Rekhan
Abilities:
Impale: Targets a random player and hits him and everyone between him and Anub’Rekhan for 4813 - 6187 (5688 – 7312 on heroic) Physical Damage.
Locust Swarm: A 30 yard AOE centered on Anub’Rekhan, remaining centered on him as he moves, that casts a silence on everyone affected as well as a stacking DoT that does 875 - 1125 (1313 – 1687 on heroic) damage per stack. When this is cast, a Crypt Guard will spawn at his initial engage point and Anub’Rekhan slows to 60% movement speed.
Note: The silence prevents all action except moving, including Auto Attack.
Summon Corpse Scarab: Whenever there is any corpse in the room, Anub’Rekhan may decide to use this on it. It spawns 5 scarabs from player corpses and 10 from Crypt Guard corpses. All these scarabs start with threat on a random target.
Crypt Guards: These have ~ 300,000 health (~ 521,000 on heroic), do a Cleave, a stacking Acid Spit doing 500 ticks per stack, and an AOE immobilizing web.
Strategy:
On heroic it is best to have 3 tanks, although it is possible with only two (10 man version only 2 tanks are warranted). A hunter makes this fight marginally easier to do.
At the beginning of the fight, the MT will attack Anub and tank him where he was originally because tanking him against the wall can result in evade bugs. In the 25 man fight the OTs need to pick up the two Crypt Guards and tank them closeish to Anub where they are burned down ASAP by the DPS.
Then the raid spreads out in a SEMI circle around the boss (so impale only hits one person). One Hunter should stand no farther than 30 yards from the MT (if it’s a Warrior). Mages and the OTs should stand near the Crypt Guard corpses to Frost Nova/Tank the scarabs that spawn. When the scarabs spawn, all ranged DPS should burn them down before returning to attacking Anub.
When the boss starts casting Locust Swarm, Warriors should Intervene the Hunter, Druids should go Cat and Dash and Paladins/DKs should just run. The MT should then kite the boss around the edge of the slime to the other side of the room. If you’re using a Hunter, he should be using Aspect of the Pack to facilitate this. A healer should remain near the MT and Hunter to heal them if they take damage.
While the MT is kiting him, the rest of the group should run at least 30 yards away from Anub to avoid damage. Another Crypt Guard will spawn during this time which should be picked up and killed. After this it will all happen again about every 90 seconds. Mages and OTs should always be watching the corpses for scarabs.
Grand Widow Faerlina
Abilities:
Poison Bolt Volley: Hits the 5 (10 on heroic) closest players to Faerlina, dealing 2625 – 3375 damage (3375 – 4125 on heroic) and a DoT that does 1480 – 1720 damage (1900 – 2100 on heroic) per 2 seconds. Used every 15 seconds and is dispellable. Widow’s embrace prevents the use of this spell for 30 seconds.
Rain of Fire: Often cast on a player, dealing 2775 – 3225 damage (3700 – 4300 on heroic) per 2 seconds. Lasts 6 seconds, 8 yard radius.
Frenzy: Used about every 60-80 seconds, increasing Faerlina’s physical damage by 150%, haste by 50% and size as well. She will be hitting the tank for about 15k (20k on heroic) damage a hit in this. Widow’s Embrace dispels and prevents the use of this ability for 60 seconds. Please note to kill the Worshiper after she uses this ability, not before.
Worshippers: The 4 of these are to be off tanked for the fight, close to the boss. When they are killed near her they remove Frenzy and prevent her from using it for 60 seconds. On heroic it is best to simply have a Priest Mind Control one of them and use the spell Widow’s Embrace, but they are immune to Mind Control in the 10 man version.
Followers: These can either be off tanked for the entire fight, or simply DPSed down very quickly at the start. These two only appear on heroic. They have an AOE silence and occasionally charge a random raid member.
Strategy:
The raid should spread out at least 8 yards away from each other so as to not share Rain of Fires. The whole strategy is to mark the followers in a pre-determined kill order and have the OT bring the next one in line down to 5-10% health, making sure not to kill it early. When she uses Frenzy, the DPS burns that one down then goes back too the boss. That’s it.
Maexxna
Abilities:
Web Wrap: Starting after 20 seconds, and then every 40 seconds after that, this sends one player flying back, encasing them in web and incapacitating them. It does 2475 – 3025 damage every 2 seconds. The cocoon they are in has ~6k health (~15k on heroic) and can be destroyed from the outside, like Illhoof.
Web Spray: Every 40 seconds this incapacitates everyone in the room for 6 seconds, doing 1750 - 2250 (2188 – 2812 on heroic) damage. You cannot avoid this unless you under total immunity or are dead.
Poison Shock: 3500 – 4500 damage (4550 – 5850 on heroic) in a 15 yard frontal cone every 10 seconds.
Necrotic Poison: Reduces healing taken by 90% for 30 seconds. This must be dispelled right away (use Abolish Poison before a Web Spray). Applied to targets in melee range in front of Maexxna.
Frenzy: At 30% health, Maexxna enrages increasing physical damage done by 50% (75% on heroic) and melee haste by 50%. Not dispellable.
Maexxna Spiderlings: 8 small spiders are spawned after 30 seconds, then every 40 seconds, hitting cloth for about 1k (2k on heroic) and having about 7.3k HP (14k on heroic).
Strategy:
The tank should position Maexxna near a wall, facing the centre of the room, with the raid behind the boss. Your ranged DPS will have the job of killing the cocoons that encase players. A Mage should stand on the boss ready to Frost Nova the Spiders and then AOE them. Before web spray, your healers should put all their HoTs on the MT to keep him/her alive.
At ~33% health stop DPS and wait for a Web Spray so you don’t get a Frenzy while Web Sprayed. After the Web Spray, burn all CDs and enjoy your loot.
Plague Quarter
Noth the Plaguebringer
Abilities:
Curse of the Plaguebringer: Curses 3 random players (10 on heroic). If they are not decursed within 10 seconds they will inflict Wrath of the Plaguebringer on themselves and everyone within 30 yards.
Wrath of the Plaguebringer: 3700 – 4300 (5550 – 6450 on heroic) immediate damage and 1313 – 1687 (3150 – 3850 on heroic) damage per 2 seconds for 10 seconds. If this happens in the 25 man raid, just give up lol… in the 10 man version you can heal through it probably though.
Blink: Noth will Blink, wiping all agro when he does.
Cripple: Cast only on heroic (I think), this AoE debuff affects everyone around where he Blinks from (IE the MT). Reduces movement speed by 50%, attack speed by 100% and strength by 50%. Dispellable Curse.
Summon Plagued Warriors: Every 30 seconds Noth summons 2 (3 on heroic) Warriors. They have about 100k HP (125k on heroic), hit for 1k (3k on heroic) on plate, and Cleave.
Enrage: After 3 skeleton phases he enrages, increasing damage by 1000%. This results in a wipe.
Strategy:
Phase One:
The first phase is where Noth casts his Curse and Blinks. Dispelling the curse is pivotal to winning this fight. After a Blink, the tank should be decursed first so he can get back in and pick up threat. The DPS should be careful not to pull agro after a Blink.
The Plagued Warriors that are summoned by Noth should be offtanked by... the Offtank. They can be AoE’d with the rest of the mobs in Phase Two.
Phase Two:
Every 110 seconds Noth will teleport away and become immune to everything, sending waves of skeletons at the raid. Phase Two lasts 70 seconds, after which Noth will attack the raid again. Noth will summon 2 different mobs: Plagued Champions (they use Mortal Strike, and hit quite hard. They should be tanked by the MT and OT specifically. On heroic they also Shadow Shock, doing about 2.5k – 3k damage to everyone within 25 yards. Two waves of two in 10 man, two waves of 4 in the 25 man.) And Plagued Guardians (Only appearing in the second and third skeleton phases, doing Arcane Explosion for 4k (6k on heroic) damage to targets within 30 yards.)
During this phase the ranged DPS should try to stay back so as to not get hit by too much AOE. After the first skeleton phase is over, blow all your cooldowns to try and get him down before the second one.
Heigan the Unclean
Abilities:
Phase One:
Spell Disruption: If you are within 20 yards of Heigan your cast time is increased by 300%.
Decrepit Fever: A random player is diseased, doing 3k (4.5k on heroic) damage per 3 seconds and also reducing the maximum hit point of allies within 20 yards by 50%.
Eruption: ** of the room is hit by an Eruption. This does a bunch of damage, and won’t kill you right away, but it will kill you quickly. He does this move in both phases.
Phase Two:
Plague Cloud: Does 7.5k damage/second to everybody on his platform during Phase Two.
Strategy:
This can be a very confusing fight for some people, so I will include a video to help you along.
Phase One:
To start all Ranged DPS and healers should be on the platform that Heigan starts on, trying to maintain a good deal of distance from him to avoid Spell Disruption. The MT will be pulling Heigan through the “steps” (as shown later) to avoid the Eruptions. This whole fight is about movement, DPS does not matter! He has no enrage timer, so you should be focusing on staying alive instead of doing DPS.
Phase Two:
All the ranged DPS and healers will jump down into the first spot, to the far right of the platform if you’re facing out. Then, with the whole raid group, run (QUICKLY) through the positions the MT was going through in Phase One.
This fight is very difficult to explain with words, so here’s a video (credits to Ciderhelm from Tankspot) that does a much better job of it.
[ame="http://www.youtube.com/watch?v=VUlliMso570&"]http://www.youtube.com/watch?v=VUlliMso570&[/ame]
Loatheb
Abilities:
Necrotic Aura: Every 20 seconds, Loatheb will reduce the raid’s healing done by 100% for 17 seconds. Meaning you get 3 seconds to heal every 20 seconds. If you start casting a 3 second heal with 2 seconds to go on the debuff, you can get an extra few seconds to cast other healing spells.
Deathbloom: Every 30 seconds, Loatheb casts this on the raid, doing 200 damage/second (400 on heroic) for 5 seconds, and then 1200 (1500 on heroic) damage when the effect wears off.
Inevitable Doom: After 2 minutes, Loatheb starts casting this. It does 4k damage (5k on heroic) after 10 seconds. Ice Block, Cloak of Shadows and bubble remove this debuff.
Fungal Creep: A good debuff you get from killing the spores. Increased critical strike chance by 50%, and makes you cause 0 threat. 90 second duration. Killing a spore lets 5 people within 10 yards get this debuff.
Strategy:
This fight is basically a tank and spank fight. All DPS/healers should make sure they have the crit buff, as healers can DPS during the no-healing spots (just watch your mana). Priests make this fight very easy to do as healers. After a minute or so a DPS can pull the spore close to the tank and kill it so he gets the debuff too (if nobody’s doing any threat there’s no need, and the extra DPS is welcome). Cooldowns should be used when the raid has the crit debuff on.
At the 2 minute mark the raid will start taking additional damage and healers should AOE heal accordingly.
Military Quarter
Instructor Razuvious
Abilities:
Disrupting Shout: AoE that does 4275 (7125 on heroic) damage to the whole raid. Unavoidable.
Jagged Knife: Cast on a random raid member, doing 5k damage and a bleed doing 10k damage over 5 seconds. This can be avoided by standing out of his LoS.
Unbalancing Strike: Does a ton of damage. This will one shot any player hit by it.
Death Knight Understudies:
2 of these come at the start of the fight (4 on heroic). They do not hit hard and are OT’d while not MCed. They have 3 abilities:
Blood Strike: Does 50% weapon damage to the target
Taunt: Taunts the target, 20 second cooldown
Bone Barrier: Reduces damage taken by 75% for 20 seconds. Understudies should only tank with this up. 30 second cooldown.
Strategy:
This fight is a little bit like the Chess event in Karazhan in that the tanks are controlling mobs. At the start of the fight, there are 2 Understudies and 2 orbs in the room. The first tank (it doesn’t matter which) should use one of the orbs while the other tank positions himself near the other orb. When a tank begins controlling an orb, the fight starts.
Whichever tank starts the fight should immediately use Bone Barrier (or “6” on your hotbar) and then Taunt (“5”). To hold agro all you have to do is spam “4”. Tank the boss where the understudies are originally at the start of the fight.
The tough part comes in when you have to switch tanks. You do this when Bone Barrier is going to run out. With a few seconds left in it’s duration, the other tank (now controlling an Understudy) should use his Bone Barrier then Taunt. It is critical to use the abilities in that order.
After you have tanked, and Razuvious is not hitting your Understudy, dismiss him by right clicking on his pet frame and choosing “dismiss”. Then immediately use the orb again to control him.
Throughout this, DPS should be going all out and healers healing the raid and the Understudies. After Razuvious dies the Understudies take 1000% more damage from players.
Gothik the Harvester
Abilities:
Phase One: During this phase Gothik is completely invulnerable to all attacks for 4 minutes and 34 seconds. He will spawn adds on the left side of his room, the “Live Side”. The right side of the room is referred to as the “Dead Side”.
Live Side Mobs:
Unrelenting Trainee – Very low HP with a weak stacking DoT.
Unrelenting Deathknight – 34k HP (85k on heroic), Intercepts and does a Whirlwind.
Unrelenting Rider – 55k HP (136k on heroic), 350 damage to all enemies within 45 yards and Shadowbolt Volley to everyone hit by the Unrelenting Deathknight’s Whirlwind. This mob is very dangerous.
Dead Side Mobs: These mobs are spawned whenever a live side mob is killed. They spawn on a 1:1 ratio except for the Riders who spawn both a Spectral Rider and a Spectral Horse.
Spectral Trainee – Very low HP with a weak Arcane Explosion.
Spectral Deathknight – 33k HP (79k on heroic) with a Whirlwind.
Spectral Rider – 55k HP (160k on heroic), Drain Life and a damaging aura. This mob is very dangerous.
Spectral Horse – 16k HP (40k on heroic), AoE for ~2.5k damage, 10 yard range.
Phase Two: In this phase it is just a normal tank and spank.
Shadowbolt: Hits his target for 2880 – 3520 damage (4500 – 5500 on heroic)
Harvest Soul: Reduces the stats of the entire raid by 10%. Cast every 15 seconds and stacks 10 times.
Strategy:
Phase One:
You will have to split your raid into two different groups – one for the live side and one for the dead side. The live side group will have to keep their DPS in check so as not to overwhelm the dead side, mainly in the case of Riders. If a second Rider spawns on the dead side, it will most likely be a wipe.
Phase Two:
Gothik alternates teleporting between the live and dead sides until he reaches 30% when he stays mainly in the middle of the room. Once he is in the middle (at which time all the adds should be dead) you can quickly kill him before Harvest Soul stacks up too high.
The Four Horsemen
Abilities:
If at any time someone is not within range of a horseman, that horseman will hit the whole raid for 6.5k damage a second until someone gets in range.
Thane Kortha’azz
Thane runs to the near left corner when pulled.
Meteor: 13,775 – 15,225 (47,500 – 52,500 on heroic) damage spread between everyone within 8 yards of him.
Baron Rivendare
Baron runs to the near right corner when pulled.
Unholy Shadow: 2160 – 2640 (4500 – 5500 on heroic) instant damage and 4800 (12k on heroic) damage over 8 seconds, non dispellable.
Lady Blaumeux
Blaumeux runs to the far left corner when pulled.
Shadow Bolt: She chain casts this for 2400 – 2650 (8500 – 9500 on heroic) damage on her closest enemy.
Void Zone: 2750 (4250 on heroic) damage per second to anyone standing in it. This is cast on a random player within 45 yards every 15 seconds, lasting for 75 seconds. Simply move away from it.
Sir Zeliek
Zeliek runs to the far right corner when pulled.
Holy Bolt: He chain casts this for 2350 – 2650 (8950 – 10,050 on heroic) damage on the nearest player.
Holy Wrath: 900 – 1100 (2700 – 3300 on heroic) damage to a random player within 45 yards, jumping between players increasing damage by 50% with each jump. That means you should spread out around Zeliek.
Marks
Each horseman has a mark that they cast. The two caster bosses cast their marks every 10-20 seconds (at the same time) and the two melee bosses cast their marks every 5-15 seconds (at the same time). The first stack of the marks will do 0 damage per second, the second 500, the third 1500, the fourth 4000 and that’s all you need to know other than that it constantly increases even after that.
Each horseman casts their specific mark on players within 45 yards of them. When you have a mark your threat is reduced by 50%, meaning if a DPS resists a mark they should be very careful to not pull aggro.
Strategy:
The strategy for this fight is relatively simple, once you get used to the movement involved.
Your raid will be split into 4 groups: 2 melee tank groups and 2 caster tank groups. The caster tanks can be any class as long as they have a good deal of health. You will need to have one (more on heroic) healer per melee tank and one (each on heroic) for the caster tanks. The DPS should be split evenly between the melee tank groups.
Melee Bosses
You will have your two normal tanks tanking the melee bosses. They will each build up threat while the DPS kill the bosses. On 3 stacks of the melee marks, the tanks and their respective DPS groups will switch bosses. That meaning the tank that was on Baron switches to Thane and the tank that was on Thane switches to Baron along with their melee groups.
The group that is on Thane must cluster around him to reduce damage taken from Meteor.
Caster Bosses
Your two caster tanks should be standing 25 – 30 yards away from their boss, with the healer 11 – 12 yards behind the Zeliek tank. When it is time to switch, the Zeliek tank (call it tank A) will run over to the Blaumeux side. When tank A arrives, tank B will run over to the Zeliek side with the healer. When tank B arrives, the healer will run over to tank A, to stand 11 – 12 yards behind him. It is critical to switch like that to avoid the AOE from the horsemen if someone is not within 45 yards of them.
The Kill
Once the melee bosses are down, your melee boss groups can join in the fight with the caster bosses. All melee DPS will run to Lady Blaumeux and all ranged DPS will run to Sir Zeliek (remembering to spread out so as to not die). The healers will stay with their proper groups. While this is happening, the caster tanks and healers will run out of the 45 yard range to lose the stacks of marks, until when they can rejoin the fight.
Please note, if you have no melee DPS, some ranged DPS should break off to fight Lady Blaumeux as well.
Construct Quarter
Patchwerk
Abilities:
Hateful Strike: This is the whole fight, the only move he has. It hits the person with the highest health (that is not the main tank) in melee range for ~10k (~25k on heroic) on plate. He casts this once every 1-1.5 seconds.
Frenzy: At 5% Patchwerk goes into a Frenzy, hitting about twice as often. Tanks need to save Shield Wall, Last Stand, Icebound Fortitude, etc for this moment.
Berserk: After 5 minutes, Patchwerk increases damage done by 1000%. It’s a wipe.
Strategy:
This fight is a little like Gruul, it tests your tanks and healers, but also your DPS (who need to be doing about 2k DPS each).
Your healers will be constantly casting heals on the tanks. Do not stop for anything. You will be only healing the tanks. I cannot stress this enough: do not heal anything except the tanks, remembering to top off the OT.
Your main tank will just be building as much threat as possible on Patchwerk and your DPS going all out. The OT, who will be taking Hateful Strikes, will need to use everything he can to have as high HP as possible. The OT should be using every ability he can do mitigate damage (the really big cooldowns). This means Shield Blocking, Holy Shield, whatever you have.
Other than the healer part, it’s a tank and spank. With emphasis on the spank.
Grobbulus
Abilities:
Poison Cloud: Placed at Grobbulus’ current location every 15-20 seconds. They grow to be about 30 yards in diameter. Does 2000 DPS (4250 on heroic) to anyone standing inside.
Mutating Injection: Grobbulus targets a random player and uses this on them. After 10 seconds or the debuff is removed, it deals 8k – 9k damage to everyone within 10 yards, except the player infected. This also causes a Poison Cloud to spawn on the infected player.
Slime Spray: Grobbulus does a frontal AOE for 6.3k – 7.3k (12k – 13k on heroic) damage, 45 yard range. Anyone hit by this spawns a Fallout Slime mob.
Fallout Slime: Hits everyone within 10 yards for 2000 damage per 2 seconds. This is Tauntable and must be picked up without going in front on Grobbulus.
Strategy:
The raid will be positioned in the middle of the room. Your MT will pull Grobbulus once he reaches the bottom of the ramp and tank him around the edge of the room, moving whenever a Poison Cloud is spawned. The MT should always make sure to face Grobbulus away from the raid. Whenever a Poison Cloud is spawned, the tank needs to move about 15 yards away and resume tanking as normal.
When Grobbulus uses Slime Spray, one Fallout Slime should spawn. This is to be picked up by the OT and killed by all the DPS right away.
When a player is infected with Mutating Injection, he/she will run away from the raid onto the ramp where Grobbulus was patting originally. Do not be afraid to run far onto the ramp as you won’t die from the Injection. Take care to avoid the Poison clouds left by other players.
Remember to face Grobbulus away from the raid, melee DPS to stay behind him, OT to pick up that slime and DPS to kill the slime.
Gluth
Abilities:
Mortal Wound: 150% melee damage and reduces healing taken by 10%, stacks up to 10 times.
Enrage: Increases haste by 100% for 8 seconds, dispellable.
Terrifying Roar: Fears enemies within 20 yards for 5 seconds, not used in the 10 man version.
Decimate: Reduces the health of all units (friendly and enemy) to 5%, used every ~90 seconds.
Devour Zombie: When a zombie gets near Gluth, he eats it and restores 5% of his health.
Berserk: After Decimate #4 he enrages, wiping the raid.
Zombie Chow: A zombie with 500k (1 million on heroic) health. One spawns every 10 seconds from the grates near the pipe. Vulnerable to snares and roots. Must be kited. When a Zombie Chow is hit by Decimate, it wipes all threat and immediately run towards Gluth.
Strategy:
Your MT should jump down from the pipe, pick up Gluth and run all the way to the far door with him. The two tanks should taunt Gluth off each other every 2 or so stacks of Mortal Wound to minimize the effect it has.
Meanwhile the Zombie Chows will be spawning in the back of the room. You should have a Paladin kite the zombies if one is available, if one isn’t, use the next best option (a Death Knight using Death and Decay, or a Hunter with Explosive Trap perhaps).
The Paladin should use Righteous Fury to maximize threat, pick up the zombies before they get near Gluth and he eats them. The Paladin should then kite them around the room using Consecrate, staying near the raid so they can help. It is best to have a Shaman and Hunters drop Earthbind Totems and Frost Traps to slow the Zombies.
When Gluth Decimates, the entire raid (excepting the two healers on the tanks and the tanks themselves) MUST IMMEDIATELY slow, stun, snare, root and most importantly kill the zombies before they reach Gluth, AOEing them down.
Two healers should be on the tanks, and one on the kiter for 10 man version. When Decimate is used, the healers have to heal the current tank quickly to avoid him getting killed. Gluth only melees for 3.5k (6k on heroic) on plate so it shouldn’t be too hard.
Thaddius
Abilities:
Feugen:
Static Field: 2500 (3500 on heroic) damage every 3 seconds to everyone on his platform.
Stalagg:
Power Surge: Increases melee haste by 200% for 10 seconds. Non dispellable.
Thaddius:
Chain Lightning: Hits 3 (5 on heroic) people for 3600 – 4400 (7k – 8k on heroic) damage every ~ 15 seconds.
Ball Lightning: If nobody is within MeleeRange, he shoots Lightning at people for 17.5k – 22.5k damage.
Enrage: After 6 minutes he wipes the raid.
Polarity Shift: The main ability of the encounter, this gives everybody in the raid either a positive or negative charge. Players with the same charge standing within 10 yards of each other increase damage done by everybody with that charge by 10%, stacking. Players without the same charge standing within 10 yards of each other do 2500 (3500 on heroic) damage per tick to each other.
Strategy:
Phase One:
The raid splits in two, with one tank and half the DPS on one side and the same on the other. More healers should be on Feugen’s side. These groups stand at the bottom of the ramp of their respective platforms. To pull simply have the tanks (closely followed by the others) run up the ramp.
Every 15 seconds, the mobs will trade tanks. Meaning they throw their current tank at the other guy. This causes no threat wipe, so don’t stop DPS.
Important Note: If the Feugen and Stalagg aren’t killed within 5 seconds of each other they resurrect with 100% health, so it is necessary to time the kills, like Romeo and Juliet in Kara.
Phase Two:
The raid has 15 seconds to get into position after the first two mobs die. You must jump a small gap onto Thaddius’ platform.
Shortly after Thaddius begins to attack, he will use Polarity Shift. All the negatives run to the LEFT of Thaddius, staying close together, and all the positives run to the RIGHT of Thaddius, staying close together. The melee DPS and tank can do that as well, staying at the edge of melee range while still in your group with the charges.
Every 30 seconds, Thaddius recasts Polarity Shift. This is the defining moment of the fight. If you were negative and became positive, you run behind Thaddius to the other group. If you were positive and became negative, you run in front of Thaddius to the other group. Melee DPS and the tank can run through Thaddius. You must run right away, not finishing any casts or anything like that. When he casts Polarity Shift (which has a cast timer so you can see it and react accordingly, immediately), you have 3 seconds before you start dealing damage to your opposite charges.
The fight continues like so until he is dead.